Hello. I had several questions, which is why I opted out of posting them in the Q&A thread. I wasn't sure if it would be preferred there or not, since I guess it may not be seen as short? Anyway, let me get to it!

First off, my first fighter game was rebel assault, and I unfortunately didn't get a chance to play the previous games in this series, but I assume a flight stick is 100% mandatory, and was hoping for recommendations as-well-as to ask if I need 3 Asus PG279Q screens for flight to be real interesting or if a single screen is great! Or, really, can you get away with mouse / keyboard or gamepad? There's always this struggle I imagine with trying to find room for a flight pad.

I suppose that I'm stubborn, if anything, and have been rooting for AMD for a while; heads turn when they get to the "CPU: AMD" section. It's given me no complaints for everything else - Streaming at almost a lossless ratio, sometimes. But, I've been told that SC requires serious hardware, but I was also curious if a dual-GPU setup would be something to consider for this game; consider though that I would have to run this setup in x8/x8, one major pitfall of x370, I suppose. Still, I know there can be wild differences in performance, so I'd love to know where this one stands, at least during early development. I really built this machine with the hopes of being able to comfortably enjoy everything - AMD fan. At the same time, if this CPU isn't something that would be enough, what are the thoughts on the x399 platform? I'd rather hear from people playing & experiencing the game in its current state than run over to an enthusiast forum, as I imagine many people here likely have hardware that makes mine look like some blonde college cheerleader, and I'd really enjoy hearing your opinions on this; Can I also really expect a great experience in 2k / 2k Surround?

Sorry for the extreme abundance of questions. Or specifics. or Over-saturation of detail. I have an autobiographical memory so I tend to do that. Sorry!

I've tried 2.6 a few times now and each time I go to one of those combat missions in my little Mustang, and each time the enemy suddenly stops effectively fleeing, and then I die even tho I thought I was doing fine.

Is there a combat guide or something that would explain what I'm doing wrong and why I seem unable to kill foes in 2.6?

--------The 'Imagine' trailer was published December 2014. With 3.0 now close is it time for a new trailer?Post at: So 18. Jun 2017, 08:23By /u/richyhx1

I loved the imagine trailer. It was from a different time in Star Citizens journey but a time I really enjoyed. All the trailers and the ship commercials they were awesome and really gave you a flavour of the game. I think I've made my gamer friends sit through them all at least once!

There was a lot of vocal people complaining then that too much time was being spent on them, but the general community appreciated them and knew that the people spending the time were not building core game parts anyway, but that didn't seem to deter RSI from calling an end to them for the most part and just popping snipets in ATV and other shows.

So with 3.0 coming ever closer, Graphics overhauls everywhere, new features galore, new terrains and places to visit, characters that look photorealistic and everything else that has happened from then until now...

recently i had a bit of a concern regarding the sim/realism aspect of sc then while watching a eve online stream the streamer got asked if he thinks sc will replace eve. the answer was that sc would be more like wow (themepark) than like eve. that shocked me because when i backed sc i was pretty much under the impression that sc will turn out somewhat like eve online in terms of player freedom minus the totally player controlled market (which saddens me a bit too)

--------Why does everything not look that advanced even though it is set hundreds of years in the future?Post at: So 18. Jun 2017, 11:04By /u/BrynR123

We have tech now that looks more advanced than the stuff in game. For instance the Mars mission concepts. Ik they are only concepts but I'm sure they will be a reality in the not too distant future. So why does the Star citizen stuff look so retro future? Is that just a stylistic choice by the team? If so have they ever explained why they went that route? :)

DISCLAIMER: Fully understand that a lot of CIG's efforts are currently aimed at releasing 3.0, and that it's more about getting underlying systems and core dev tech ready for the PU, and not necessarily about rapid content generation.

Looking forward from 3.0 into 3.2, we're scheduled to have a few pretty big universe-building items released:

Modular Space Stations - Truckstop (3.1)

Crusader, Hurston, Microtech (3.2)

I know this question has been asked before, but I've never really seen a satisfactory/complete answer. I'm curious about the status of the rest of the PU.

What progress has been made with the hundred or so other star systems outside of the Stanton system?

I get that the Stanton system is a testbed for key tech that will inevitably speed up the process of making other systems (re: procedural generation, landing zones, modularity, etc.), but I'm just wondering if other systems are being worked on concurrently. Or if CIG is waiting to hammer out the fundamentals of the PU in the Stanton system before expanding to tackle the other systems?

I don't intent this to be a "where's mah planetz" post. It just still seems like a daunting task to flesh out the Stanton system alone, much less the hundreds of other systems - even with the systems they intend to implement with 3.X. It's amazing that we get such great updates on 3.0 development, but have there been any progress updates for things beyond 3.X?

So, I'm just wondering if anyone can add insight into the development, or status of development, of other star systems. Thoughts?

I haven't heard anything about this topic since hangars were added. Do you think we will get custom accommodation across planets? Perhaps like GTA V, with its apartments system? I think it would be cool to have something like this in SC.

It has always been a dream of mine to have a choice of whether or not to traffic human or alien beings for sale in a game ever since growing up reading the Boba Fett novels or Lobo comics(the skinny one )

It can be implemented as a risk to morality and rep while providing the most income. It can add an element where other players have to safely disable your ship and board to free the slaves thereby making it a "safer" option for transport.

In other games and stories regular smugglers don't even realize they are transporting slaves such as Isabela, Boba Fett, and Lobo. When they discover the slaves they usually set them free and go on a run from their employer (Isabela from da2) or decides to honor the contract Boba Fett for honor, but kills the employer after mission or Lobo delivering the Aliens to be processed saying his new catchline "Sorry, not sorry" in order to find Fake Lobo.

By becoming a smuggler you should run the risk of having slaves secretly placed on your ship once you step into the business.